float4x4 Projection;


struct VertexShaderInput
{
    float4 Position : POSITION0;
};

struct VertexShaderOutput
{
    float4 Position : POSITION0;
};

VertexShaderOutput VertexShaderFunction(VertexShaderInput input)
{
    VertexShaderOutput output;

    output.Position = mul(input.Position, Projection);

    return output;
}

//-------------------------------------

struct PixelShaderOutput
{
	float4 Color : COLOR0;
	float4 Transparency : COLOR1;
};

float4 PixelShaderFunction(VertexShaderOutput input) : COLOR0
{
    // TODO: add your pixel shader code here.

    return float4(1, 0, 0, 1);
}

technique Technique1
{
    pass Pass1
    {
        // TODO: set renderstates here.

        VertexShader = compile vs_2_0 VertexShaderFunction();
        PixelShader = compile ps_2_0 PixelShaderFunction();
    }
}
